#world-lighting

4 messages ยท Page 2 of 1

trail timber
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I know it varies based on the project, but generally, for a medium sized outdoor world, what's a good number of light probes that won't take away from optimization?

lofty jungle
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Light probes will generally not negatively affect performance. @trail timber

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The answer to light probes is "as many as you need"

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You need more probes around areas where the lighting changes

trail timber
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Then, do light probes add to the overall file size of the world in VRChat?

lofty jungle
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A tiny little bit.

trail timber
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Gotcha, ty

high dew
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@hushed isle How do I clear old maps? Sorry if that is a dumb question.

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Oh the clear baked data thing, yeah I'll do that

thorny mantle
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so my issue with a random shadow from a couple days ago - it was the overlapping uvs :D
Thanks for pointing me in the right direction, kind stranger

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cleaned the geomeotry for that thing, so it's nice and clean now

hushed isle
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you can also clear the old maps by completely deleting them in the project folder window

high dew
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Okay I'm getting somehwhere. I've narrowed it down to a group of light meshes I mave messed up : ). Plane has rendered fine without them

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and ohhh I see, thanks

hushed isle
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Bakery Clear Useless Data script may help also

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just add this in the bakery editor folder

high dew
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Sweet, thanks : )

hushed isle
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kk that should be in the official release next revision

high dew
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Nice

radiant zealot
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I'm having a problem where when I bake my reflection probes all the bakery lightmaps are removed, does anyone know why this would happen?

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I've tried using the button within bakery to bake reflection probes but it makes no difference

hushed isle
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are you using the latest version ?

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in the latest version you may have checked the box to move all the light maps from the bakery folder to the Unity project folder

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check the folder with your project name

radiant zealot
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I'm using bakery 1.1

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I don't think that is the latest version

hushed isle
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that a very old version the latest is 1.51

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if i recall in that old version they all go into the folder you selected or by defalt into a subfolder of bakery ?

radiant zealot
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there is a folder called bakery light maps and I can see them all in there

hushed isle
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yup thats it

radiant zealot
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but when baking reflection probes it causes unity to switch to its lightmapper

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never used to have this problem

hushed isle
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only in the latest version do they go back into the same unity folder

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in that older version i baked each reflection probe in its inspector window for each one

radiant zealot
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yes I've tried that

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still breaks the lighting

hushed isle
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could be that you have a bad copy

radiant zealot
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well I was doing fine in the same project a few months ago

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everything worked like it should

hushed isle
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its a asset that you should invest as it updates a lot

radiant zealot
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so I'm not sure what happened

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yeah guess I'll have to do that

hushed isle
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the latest version has good support, i did the same had a copy and used that for a bit then i paid for it and many of my issues fixed with a clean download

radiant zealot
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gotchya

hushed isle
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the latest version will blow u away with so many more option

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please upvote this

radiant zealot
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oh yeah I saw about the directional light maps, that would be amazing

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I'm getting this error with the new bakery

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after deleting all assets of the old version before importing the new one

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any ideas?

hushed isle
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ya i had to completely remove the old one before using Unity asset store import , recommend you make a new project and import Bakery see if your still getting this with a few simple objects

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is that during run time when do you get this

radiant zealot
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during baking

thorny mantle
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dumb question, if i have my model properly uv-unwrapper do i need to check "generate lightmaps uvs" anyways?

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because i don't like how it does that ๐Ÿ˜„

hushed isle
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@radiant zealot did you change any base settings like sample rates ?

radiant zealot
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left at default, I think it is something in a certain area of the world that is causing it somehow, if I turn off my point lights in one area it doesn't happen

hushed isle
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also check that you baked the light maps before baking ligh probes ?

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ah so your pinning it down good

radiant zealot
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it's an open map so there aren't any light probes

hushed isle
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kk

thorny mantle
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are those bakery or unity point lights?

radiant zealot
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bakery point lights

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using the ones that I already had set up from the old version of bakery

thorny mantle
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maybe try re-adding those bakery components just in case?

radiant zealot
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I already did, went through and re-added all the bakery point light components

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also seems like any bakery point light causes it to have this error

hushed isle
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try updating them perhaps the old version pulled some script or overwrote something ?

radiant zealot
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if you mean delete the old component and adding it again that is what I have done, doesn't seem to make a difference

hushed isle
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try loading a new project and make a simple object add the point light and try baking

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note i had some trouble trying to get bakery 1.51 to load and i needed also to reload it a few times from Unity asset store

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not certain why

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also clear your cache files in the Unity Edit tab / Unity Preferences

radiant zealot
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works fine in a new project

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yeah might be the GI cache, good thought

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I'll give that a go

hushed isle
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you can also drop this script into your bakery editor folder and Bakery Clear Useless Data

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it will also give you some debug checks

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it should show up in the bakery tab after adding

radiant zealot
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so far it's still happening, I might have to export all my assets and start a new project or something

hushed isle
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@thorny mantle if your using bakery im not certain if you need to click generate UVs as bakery will again unwrap it ? i think if you do click it it may not harm you other than bloat the project file size

thorny mantle
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it feels like my uvs are getting messed up though =/ getting an uneven lighting on a seemingly same surface (experimenting)

hushed isle
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ya if the UVs are closer than say .03 i think sometimes they can overlap ?

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bleeding

radiant zealot
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yeah due to texture filtering I think

hushed isle
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its nice to have a dark map as you dont get this effect as much lol

radiant zealot
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turned off "terrain optimization" in the experimental settings

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I think that fixed it

thorny mantle
radiant zealot
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I don't even use unity terrain so works for me I guess

thorny mantle
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there is a lightsource on the floor and below the "deck" of that bar thing

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wonder if it's just a low lighting resolution artifact

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i guess i can always just drop a bunch of point lights there and call it a day ๐Ÿ˜„

hushed isle
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im not certain what i am look at or looking for

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its a mesh light ?

thorny mantle
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yeah, both are mesh lights

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so i expected to be evenly lit form the bottom and the top, but somehow i'm getting dark spots

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rendering at 50 to see if it is just a low resolution issue

hushed isle
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If you keep getting dirty/noisy results, try setting Samples Near to 0. Then only the VPL algorithm is used. It is also useful for very simple lights where precision is not important (e.g. window lights on a building).

thorny mantle
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will see how it all goes ๐Ÿ‘Œ

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all of this makes me wanna buy a faster gpu ๐Ÿ˜„

hushed isle
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ya

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running Quadro for baking helps

thorny mantle
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yeah... i'm not going that route for sure ๐Ÿ˜„

hushed isle
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oh wait they have a new one

thorny mantle
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so... me wanting a 2080 might have more reasons ๐Ÿค”

sonic marsh
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Don't forget - any improvements NVIDIA make aren't necessarily going to be in Bakery

thorny mantle
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it will still be faster than my 1070Ti tho...

hushed isle
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ah he is testing this new GPU as a see a post looking for beta testers

trail timber
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Has anyone ever run into this error while baking before? I've baked lights lots of times before, and I've never encountered this. My baking process gets to 7/11 Light Transport | 4 jobs, and then unity starts visibly stuttering, and then it just crashes. I haven't added or removed anything from the scene since the last time I baked, nor have I changed any of the lighting settings. I only adjusted the intensity of some lights.

hushed isle
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you should clean your catch out of memory

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check your preferences under the asset tab and see what you have under GI catch , you can also set up a catch folder location on a external drive server

trail timber
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I'll try that, ty

high dew
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I'm having a problem where certain objects aren't being lit by a point light but are casting a shadow. I believe this is because of missing normal maps. I'm new to this, sorry, but does anyone have experience with this problem? Thanks

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The bridge is not reacting to the light

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Using Bakery*

modest vapor
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is it using the same shader as the rest ?

hushed isle
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as a test change it to the bakery standard shader and try again

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also make certain its set on say default layer , also does it light up when you zoom in on it ?

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does it have LODs

midnight condor
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@sonic marsh the improvements if implemented, the bake time with rtx was improved by x5 + -

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If you have an rtx, contact the author and he will give you a patch

thorny mantle
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oof

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really tempting ๐Ÿ˜„

hushed isle
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100% fast than me

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and they paid a 1/4 the price

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Reeeeeeeeeeeeeee

thorny mantle
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lolol

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i'll need to swap a PSU as well though if i'll want rtx =/

hushed isle
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im ok i will wait the extra hr for my bake

midnight condor
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It can be much faster than 100%, look at this:
02/09/2019 19:27 | example_sponza_day | 0h 1m 50s | 64 samples GI | 5 bounces | 40 texels | rtx

02/09/2019 19:37 | example_sponza_day | 0h 7m 29s | 64 samples GI | 5 bounces | 40 texels | no rtx

sonic marsh
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Wow

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RTX on indeed

thorny mantle
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this gets me way more excited than any of the rtx-enabled games

midnight condor
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the best thing is that as you use your own cores, apart from the vram that is usually no problem, you can use the computer perfectly and play while doing it.

thorny mantle
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since it runs purely on the rt cores

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makes sense

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considering something like a 2080 ti has a stupid amount of vram anyways...

midnight condor
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The truth is that these graphic cards really are more for rendering than for playing.

thorny mantle
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well, with the tensor cores as well it really is a base-level workstation powerhouse

mint cipher
small oyster
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UV or Normals not set correct

mint cipher
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Combining the Mesh together seems to have fixed it. I used the unwrap feature in Blender by selecting each mesh and unwrapping it? Am i doing it wrong?

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Was i meant to unwrap them individually?

mint cipher
lofty jungle
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Do you have 3D text anywhere?

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A text mesh

mint cipher
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yes

lofty jungle
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The errors will come from there. You can ignore them or set the text mesh to not be lightmap static.

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That way it'll use light probes instead

mint cipher
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Ah, thanks

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Nope, they are all unticked for lightmap static.

pale spruce
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It seems to be just basic geometry so why don't you calculate the normals on import in unity?

mint cipher
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Tried all that.

high dew
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@modest vapor They are all using the same shaders.

@hushed isle Tested with all shaders as bakery standard and no change. All layers default. Doesn not light up when I zoom in. I feel like it's something simple but I'm all out of ideas lol, sorry guys.

modest vapor
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What does the UVs look like ?

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Did you auto generate lightmaps in unity ?

thorny mantle
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my lightmaps were always broken for one of the meshes in unity, so i went back to blender, generated a second UV map, then unwrap -> pack islands w/ some extra padding to prevent bleeding. Fixed my issue completely

hushed isle
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@high dew i forget is that a terrain mesh , if so try exporting it to obj and fix the mesh

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a simple script to export this

high dew
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It's just a plane with low poly islands sat on it sadly. I'm sure that will come in handy at some point though, thanks : ).

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It isn't letting me view the UV in the scene dropdown menu (sorry, I'm new to this). I think I might have to try and have a go at what orels says

thorny mantle
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hmm... that bridge is like a one-sided plane or a proper cube?

high dew
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Cubes (planks)

thorny mantle
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i see

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it generates shadows so bakery picks it up ๐Ÿค”

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can you also post the material settings?

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i had just weird spots that were not lighting up, but for you it's the whole thing, which is really weird ๐Ÿค”

high dew
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Sure

thorny mantle
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those are lit by a directional light?

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just wanna play around with some stuff here real quick

high dew
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Yes directional

thorny mantle
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๐Ÿ‘Œ

high dew
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Also aren't detecting baked point light either

thorny mantle
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so basically it only casts shadows

high dew
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bakery point light sorry*

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Yes, seems to be only casting shadows

thorny mantle
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yeah... idk. it won't pick up lights if you don't have lightmap uvs prepared, and don't generate them, but you said that generating them doesnt work...
at this point i say go in blender and make them manually as i describe, but i can't see any other issues apart from that ๐Ÿ˜ฆ

high dew
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Something else to practice I guess haha. Honestly, huge thanks for the help

hushed isle
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for a simple fix mesh editor tool could detect and or generate UVs in Unity , however the best way to fully control this is in blender

high dew
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Ah something I could play around with at least, thank you : ). I should really get used to blender though.

thorny mantle
slate crystal
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can some one help me plz

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how do my reflections turn black when i bake

mortal marsh
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you have to rebake your reflection probes when that happens

slate crystal
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well how do i do that like what needs to be selected?

mortal marsh
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Next to the Generate Lighting button there's a dropdown arrow, click that and you get the option to bake all reflection probes

thorny mantle
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i think using pro builder for walls/floors resulted in a worse lightmap uv artifacting than when i did those in blender ๐Ÿ˜„

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having weird overlaps even with high margins, so the shadows on the walls are all messed up

thorny mantle
lofty jungle
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You did hit generate UV2 right?

thorny mantle
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yes

lofty jungle
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Not sure if Probuilder's UV editor allows manual editing of lightmap UV's

thorny mantle
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it doesnt for lightmap uvs

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split everything into separate objects, will see how it goes

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i went the "left's just make it as basic as possible" way and it still messed up

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will check back on this later, really annoying ๐Ÿ˜ฆ

inland basalt
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I just noticed no one is answering you

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Which is sad

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No one is answering me too

thorny mantle
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it's night time in US

inland basalt
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Oh it's day time for me in the US

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I'm in Florida

thorny mantle
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well, it's 5:30 AM on the west coast tho

inland basalt
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Oh it's 8:30AM for me

thorny mantle
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so eeh, i would argue most of local population wakes up late ๐Ÿ˜ƒ

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or available later in the day

inland basalt
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Oof

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Okay then

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My friends are mostly online during the day

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Because most of my friends are at my school and they have discord

hushed isle
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@thorny mantle do you have bakery ?

thorny mantle
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i mean, that's what I'm using ๐Ÿ˜ƒ

hushed isle
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do you have light probes set up

thorny mantle
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yes

hushed isle
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could you render the light probes see if you get any "has incorrect UVs" in the console

thorny mantle
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hmm, i see one thing... let me rebake without it

hushed isle
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if they show up check the true = number is it a big number

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should be in the range of 0 - 1 to not trigger the alerts

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it will still bake with out however you can get artifacts small and or large depending on how far out of range you are

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a other possibility is that some mesh has a sharp edge perhaps

thorny mantle
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removing this mesh didn't help tho

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(or at least hiding it didn't). i removed it completely, removed all the old bakery results and set to rebake just in case

hushed isle
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the numbers are not that bad e.g too far out , i get many of them some times the just go away and or pop back up all the time so long as your not getting artifacts should be ok ok

thorny mantle
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i have a thought, rebaking to prove it, i might've just been a dumb idiot ๐Ÿ˜„

hushed isle
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i used a few tools to fix this issue , the first tool i used was to use mesheditor https://assetstore.unity.com/packages/tools/modeling/mesh-editor-20476 to add missing UV2 then ran its optimize mesh settings ... this worked 75% of the time

--------------------------------------------------------- Advanced Mesh Editing in Unity

Mesh Editor is the most feature packed and powerful editing utility available for Unity. The feature list includes all of the f...

thorny mantle
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i have this one yeah

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i usually go back and create GI uvs in blender tho

hushed isle
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i have so many at the moment i am trying to save workflow time

thorny mantle
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since its a couple of clicks for a properly unwrapped model

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yeah i get it

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my world is pretty simplistic since its a club, and dance worlds benefit from having less of everything ๐Ÿ˜„

hushed isle
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i just did a bar area and a lot of small items have this like glasses and stuff so i could be at this all day

thorny mantle
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yeah, i just usually make a lightmap uv when i model the thing itself

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ok...

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it was me being dumb

hushed isle
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i really not certain about this result as some items pop back on the list and off the list random

thorny mantle
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i switched the directional mode to Baked normal map for some reason and forgot about it

hushed isle
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i feel something is contributing like overlapped light probes or some setting in bakery such as fix seams

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not certain yet

thorny mantle
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switched back and now everything is nice and clean

hushed isle
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humm perhaps i need to consider clearing the light maps also , its been a long time

thorny mantle
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still so much to do ๐Ÿ˜„

hushed isle
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did the "has incorrect UVs" show up after the change ?

thorny mantle
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i didn't check it yet

mint cipher
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Fixed that problem by increasing the "scale in lightmap" to 8. Bake times went up however.

umbral moss
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umm. help lol, i guess this is a lighting problem

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i was just rotating an obeject and tried to push ctrl z but hit something else and cant undo it??? no hierarchy. help

mint cipher
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You got something in your search box there...

umbral moss
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ooof thanks i never used the search bar rip

dire moat
thorny mantle
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starred, thanks!

hushed isle
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@dire moat what editor do we drop this in ?

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VRC or bakery

dire moat
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it has an inspector for the script component

hushed isle
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ah kk

dire moat
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When you put the VRC Bakery Adapter on an object it will have buttons on the component settings

hushed isle
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i just shop a copy over to frank as FYI also

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perfect good work

crude bay
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Does anyone know why my light map is working fine in the unity editor / play mode, but when I upload to VRC everything goes black?

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It was working fine when i first set it up, haven't changed anything...

lofty jungle
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@crude bay is it terrain?

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Like Unity terrain

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And which lightmapper are you using? Bakery or the default Enlighten?

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If you're using Unity terrain you have to assign a custom material (give it the Nature/Terrain Standard shader), regardless of lightmapper

crude bay
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@lofty jungle It was the render texture i was using

rain sage
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Hi, does anyone know why Unity crashes at some point when I generate lightning in my scene? I don't use realtime lightning in my world, only baked

mint cipher
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Not enough 4ram?

rain sage
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Hmmm, I dunno... It worked for a week ago, but I've added more stuff to my map now.

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I have only 8GB ram

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maybe I could try to close everything except Unity

hushed isle
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@rain sage go to the Unity edit tab select preferences, check you GI Catch and Catch server , for catch server i suggest you also set up a local drive to reduce size on your core system .

thorny mantle
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Soo.. i accidentally duplicated the whole scene config (pressed ctrl + -> in the scene view) and CTRL+Z afterwards to revert it

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when trying to render with bakery

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i removed all the bakery lightmap data, and also clicked "clear baked data" in the unity lighting settings...

hushed isle
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humm did you remove any duplicated maps for the other stuff such as probes

thorny mantle
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well, if you mean the probe files in the assets folders - yeah, i did. do i need to also do something with probes in the inspector?

thorny mantle
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i just really want to know what and where to check

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everything seem to report empty

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have to stop everything for now ๐Ÿ˜ฆ
time to dig into how to bake lighting for prefabs, maybe that will have some answers ๐Ÿ˜„

hushed isle
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depends on how you saved it , look in the project named folder and in bakery

thorny mantle
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empty

hushed isle
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if all fails perhaps update a fresh bakery

thorny mantle
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just remove bakery altogether and re-download?

hushed isle
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check your pm i just sent you some updated scripts

thorny mantle
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even making all the prefabs non-static doesnt solve the issue ๐Ÿ˜ฆ

hushed isle
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did you bake lighting prefabs ?

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ahh it made duplicates in the prefabs perhaps

thorny mantle
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๐Ÿค”

hushed isle
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find the prefabs with baked lighting in them

thorny mantle
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this is the prefab in the scene for example

hushed isle
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look in the fbx project file locations and prefab folders

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i never baked a prefab so not certain the detail location for such a file

thorny mantle
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i never baked any prefabs too

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i don't even know how to do that

hushed isle
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perhaps you used a prefab that had one in it

thorny mantle
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i mean.. i made all of my prefabs myself

hushed isle
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oh

thorny mantle
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i don't use anything 3rd party so far in terms of models or prefabs

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apart from vrchat sdk

hushed isle
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i was thinking about doing that but only for my prefabs that have animations

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note to self dont duplicate my project

thorny mantle
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yeah.. i just accidentally clicked ctrl + right arrow

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and now i can't bake my level ๐Ÿ˜ฆ

hushed isle
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ya im not certain how to help other than start shutting sections down and see if you can get it working till you find it

thorny mantle
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well.. i made everything non-static and it still didn't work ๐Ÿ˜ฆ

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i'm a bit lost at this point ๐Ÿ˜„

hushed isle
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try turning things off completely in the inspector

thorny mantle
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same result ๐Ÿ˜„

hushed isle
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i had a similar issue but it was crashing Unity around 80% baked so i been making every thing into zones for bakery light groups , i needed to make zones anyways for culling

thorny mantle
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well, my location is a single room, so i skipped that part, and I don't think i'll be able to utilise culling at all

hushed isle
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then i could bake the zone only and narrow down the problem

thorny mantle
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i guess i'll try using groups

hushed isle
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really i cant figure your issue out that you completely removed all the maps and still have issue

thorny mantle
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yeah.. i even did "Reimport All"

hushed isle
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only extreme you could export to a new unity and reload the assets

thorny mantle
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a bit heartbreaking ๐Ÿ˜„

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i guess i'll try

hushed isle
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completely remove all bakery folders including the editor

thorny mantle
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yeah... i did that too.

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i'll try removing bakery, all the data, clear the temp folder and reinstall unity from scratch removing all the unity-generated data

thorny mantle
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so.. i did everything - and it's still broken ๐Ÿ˜„

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will rebuild all the prefabs I guess

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thankfully there aren't that many

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ok.. even deleting all the assets and everything in the scene didn't help

thorny mantle
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so.. i backed it up a bit too late

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so i lost all of my lighting setup ๐Ÿ˜ฆ

hushed isle
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ooof

thorny mantle
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๐Ÿ˜ฆ

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i...i think i give up ๐Ÿ˜ฆ

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i'll start a new project some time later i guess and make the club from scratch...

thorny mantle
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found a copy i made like a week ago.. will try to reuse that, will be a bit faster than doing this from scratch

hushed isle
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did you try clearing the GI catch

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also try clearing bakery catch

thorny mantle
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yeah, i did ๐Ÿ˜„

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didn't help

hushed isle
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did you try continue anyway lol

thorny mantle
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as i said, i think something fundamentally broke, since clearing everything in the project didn't help

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so thankfully i found this older backup

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i need to put this into version control or smth, just to be safe(-er)

hushed isle
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well dont copy it again

thorny mantle
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yeah, learned that ๐Ÿ˜„ no CTRL+D on the whole project for me ๐Ÿ˜„

hushed isle
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you could also try open a question with bakery DEV

thorny mantle
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yeah... i can try a minimal recreation in a separate project or smth

hushed isle
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did you try the new scripts

thorny mantle
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yeah i did

hushed isle
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it should run faster

plush harbor
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if i dont have a directional lightsource in my world but instead i use a massive point light would i need to change the directional mode? to non directional? or is that something else
and if its something else what does it do

mortal marsh
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though if I'm wrong I'm sure someone'll just correct me so one way or another you're guaranteed an answer vrclike

lunar narwhal
#

Is it possible to bake lighting on objects that you toggle on and off on the same spot? eg, i want to have baked lighting on 2 objects that occupy the same space, but only one is active at the same time and i want the baked lighting and shadows to match that.

brittle oak
#

for static object, no, but you can use non-static, with light probes

lofty jungle
#

Oh, I don't think that's possible unfortunately

hushed isle
#

perhaps baked prefab for it

#

bake the lighting data into the prefab

weary zephyr
#

I have a question. Its obligatory to have baked lighting in worlds? or i can just have realtime lights?

#

I am new to VRChat dev

hushed isle
#

well Realtime is nice however it kills performance big time

weary zephyr
#

yea

edgy forum
#

It's not required but damn it helps.

weary zephyr
#

VRchat should have an option to toggle rendering mode (forward or deferred) and if is forward to choose a max amount of per pixel lights

#

I am not new to the Unity engine,but new to VRchat development

mint cipher
#

anyone here have a clue why my vrc sdk freezes and reloads when i load it i need help

weary zephyr
#

Reset unity

#

Restart it

mint cipher
#

i have

weary zephyr
#

it also happened to me once

#

I think its the same issue

#

Unity version?

mint cipher
#

3.6.1

#

nope it is still doing i t

#

oh no smh

#

u gotta use 2017.4.15f1

#

or else it wont work

#

ye im using 2018.3.6f.1

#

NO

#

i said 2017.4.15f1

#

so like how i download a different version

weary zephyr
#

You must use 2017.4.15.f1

mint cipher
weary zephyr
#

Unity website

#

i can send you a link

mint cipher
#

find 2017.4.15f1 AND NO OTHER ๐Ÿ˜ƒ

weary zephyr
#

Find 2017.4.15f1 and then download the installer

#

Or Unity Hub

mint cipher
#

i was so confused

median plinth
#

and be sure you say no when it asks you to upgrade after 1st launch

mint cipher
#

kk thanksss

median plinth
#

alot of people hit yes without thinking and obviously end up with alot of issues

weary zephyr
#

Where can i go to ask how to set up my scenes and test debug them?

#

I downloaded the right version of Unity and got the SDK loaded

#

and i logged in

mint cipher
#

do i have to have a certain sdk???

mortal marsh
#

preferably the most recent SDK

mint cipher
#

whn i go to load it it doesnt load it does loading circle but doesnt load

mortal marsh
#

that might be an unrelated issue then

weary zephyr
#

Do light probes work?

#

in vr

mint cipher
#

nevermind i had to mainly load it from unity other than clicking it

mortal marsh
#

yes lightprobes work

mint cipher
#

how i resize this shit LOL

#

this spider huge af

weary zephyr
#

Do you know how to use the engine?

#

Have you used it before?

weary zephyr
#

Also reflection probes must be baked?

#

well these are one of the most performance consuming components

hushed isle
sonic marsh
#

@weary zephyr Deferred rendering is not suitable for VR, too much aliasing/blurring (with TAA) and custom shaders would be a problem

weary zephyr
#

oh ok

modern tiger
#

HI

thorny mantle
#

Thanks whoever shared the SH script for VRChat... it looks so much better with SH directional mode (all those nice bricks)

vague fjord
thorny mantle
#

very bright realtime light?

vague fjord
#

umm

#

it has

#

env lighting with intensity 1.71

lofty jungle
#

@vague fjord turn down the intensity of the environment then

#

It should not exceed 1.0

#

Ambient lights and directional lights put together etc

vague fjord
#

so ambient+directional combined should not exceed 1.0?

lofty jungle
#

Something like that, yeah

#

Especially if your skybox is pretty bright by itself

sonic marsh
#

Specifically, you need tone mapping so that values above 1.0 are properly displayed. This is the correct thing to do.

#

Generally speaking, the only current problem with going above 1.0 total incoming light intensity is that the player camera doesn't copy the postprocessing stack v2 settings (hopefully will be fixed soon) and VRCs UI is only 1.0 brightness (so it'll look a bit dark)

honest marlin
#

does anybody know of a way to implement a reflection probe and also lighting probes on an avatar? I was about to upload, but saw vrc will remove the default system's probes in the build control menu.

sonic marsh
#

Not allowed. The closest you'll get is with a custom lighting shader that ignores the environment and provides its own reflection probe and lighting values.

honest marlin
#

@sonic marsh so a baked cubemap reflection would work as a custom shader reflection?

#

i was hoping for the more conveniant route so it would be dynamic per world id join

sonic marsh
#

Oh, you want to have a proper reflection probe and light probe set up based on the world you're in?

honest marlin
#

yeah i was hoping to have it attached to an avatar since most worlds do not use and sort of pbr of their own reflection probes

sonic marsh
#

Unfortunately, that won't work. Light probes and reflection probes need to be baked into the map, they can't be generated on the fly.

#

Your only solution is to bother the map maker, or go to maps with better lighting, or just make your own maps.

honest marlin
#

well you could run it as a realtime probe but only at a low resolution to not bog down others

sonic marsh
#

Unfortunately, a realtime probe is more expensive than that.

honest marlin
#

i think ive found a work around to have an adaptive cubemap for a shader but ill only test it in private regards. ill either write it to bake on load or update rarely

sonic marsh
#

Even if it is at a low resolution, each face still draws the entire scene, so each face adds a whole extra bunch of draw calls, so in total it can be very expensive

#

So while you can do it, I would say it's a bad idea in general

honest marlin
#

you could theoretically write a small boundary so its not rendering far away, ive already gotten a very cost effective probe to work, it just isnt allowed to be published attached to and avatar.

sonic marsh
#

It's far better to encourage people to fix their lighting so everyone else can benefit.

#

No good comes out of a self centred approach

honest marlin
#

true. its just bothersome to always join unlit worlds or baked when ive been trying to go for realism

#

and this was more of an experiment. sadly i see its not supported atm

#

was just curious if someone knew if it was possible ๐Ÿ˜„

sonic marsh
#

Visit my worlds, you're guaranteed to look good!

#

(Disclaimer: Not an actual guarantee.)

honest marlin
#

haha whats you ign?

sonic marsh
#

Silent

honest marlin
#

thats convenient lol

#

i tihnk ill still try to figure out an on load baked cubemap for reflections though, i dont like the constant halo like effect from only seeing the skybox bounce light off of materials

sonic marsh
#

Well, the best thing to do is to encourage people to expand their skill set and add more detailed and well designed lighting

honest marlin
#

yeah not many seem to bother with building appropriate or efficient lighting on worlds except for only a select few featured ones. I get the mentality though, it can be very tolling on someone's system so why bother with lighting at all :/

sonic marsh
#

It's honestly not that hard

mint cipher
#

Anyone know what this is? Area is in shade but it appears as though there are several materials which aren't accountable for in the Element list, and cannot be changed. If i put bloom on it, it makes them shine up like an emission light.

lofty jungle
#

@mint cipher are you using AO in the lighting settings?

#

Ambient Occlusion

#

Because I have the exact same issue on random surfaces even though the topology there is super clean

#

Literally just happens on planes

#

I have to bake without AO which is a shame

mint cipher
#

Yes, AO is on in lighting settings.

#

Default setting on that.

lofty jungle
#

Temp solution is baking without AO, although I really would like to know how to fix this as well

#

This is what happens in mine

#

I'm convinced it's the same problem

#

Do you use heightmaps on your geometry by any chance?

#

Because I'm using those on my carpet here and I'm getting the feeling that may be causing it.

mint cipher
#

Looks the same as my issue. I have no heightmaps.

#

I've had this same issue with another world too.

hushed isle
#

what shader are you using with this issue

lofty jungle
#

I'm using Standard

#

It only happens with AO

hushed isle
#

that's very odd the first time i see some one having issues for basic material texture applied , haven't seen this yet however i am using only a few shaders , Beast2018 or bakery shaders and on most if not all have AO textures applied in some form

#

i few new updates are coming out with bakery and bakery shaders in the next few days too many to list , was just experimenting with the new light probe baking system , a few small bugs in beta but should be good stuff !!

zenith cedar
#

idk if this belongs here, but i had problems with adding light to my particles, i wanted to do a flash bang style animations, i got the particles down (i did do lighting particles before and it worked) and the particle has a subemission when it dies, but neither the original and the sub produce light, i checked both particles, ratio is there, and the light, so i have no idea whats the problem, i thought vrchat removed it

cobalt arrow
#

is this for avatars

zenith cedar
#

ah yes

cobalt arrow
#

if so u should rlly not have this many realtime lights

#

at least if its like for the projectiles themselves

zenith cedar
#

no worries its just 1 particle

cobalt arrow
#

so whats supposed 2 happen

#

u throw a flash bang

#

it dies

zenith cedar
#

i shoot out a particle that has a mesh of a flash bang

cobalt arrow
#

and spawns the light?

zenith cedar
#

spawns another particle which supposed to have a light

#

yes basically

cobalt arrow
#

well u can just spawn a large shader particle that does the flash effect

#

cuz thats what a flashbang does

#

doesnt rlly create a light

#

at least in games

#

it flashes a bright light that blinds people but people really only see the effect

zenith cedar
#

well yeah but the purpose of this avatar was to be used in dark/horror maps, and my avatar is a cop, with a flash light, so i wanted a wide area light

#

there was nothing wrong with the particles, it just didnt produce light ;-;

cobalt arrow
#

that doesnt rlly make sense, a lot of horror maps advise completely against using additional light sources

zenith cedar
#

sorry if i am troubling you wulfe, it seems youre helping alot of people ^^'

cobalt arrow
#

got nothing 2 do and waiting 4 stuff 2 finish working but thats unrelated

zenith cedar
#

yeah i know it doesnt, but this kind of effect did sometimes create some cool emersion in some maps

#

and plus, i am a wuss

#

so thats kinda why i dont plan to spam this, but the fact that it isnt working is bugging me

zenith cedar
#

wulfe i know ;-;

cobalt arrow
#

again u do that with a shader most likely not a light

#

and u can apply materials to particles

#

u can make stuff like flares too tho if u attach a light on spawn

zenith cedar
#

hmm, might be a bit too complicated for me, for now i just really want a light on this shite flashbang

#

the thing is that i forgot to mention like the idiot i am

#

it works in unity, but not in vrchat

mint cipher
#

I read somewhere that transform scale can affect the quality of the lightmap. Just wondering because i have a model that has a scale of 1 but the children have a scale of 0.0009999871, will this affect the lighting at all?

cobalt arrow
#

well it might depend on how small the scale or transforms end up being

#

cuz i would assume floating point numbers are used

#

and floating point numbers are more accurate with integer length than most decimal length

#

u can try baking it beforehand and seeing how it turns out

mint cipher
#

Okay, i'll try.

cobalt arrow
#

if it has some issues with aliasing or the shape/effect of lighting then it might be causing problems

hushed isle
#

the big issue with light maps is the scale of UVs , the scale of model out can add artifacts and stuff and also impacts performance , best to normalize the scale back to 1x1x1 after you get is sized

#

it also may have gaps in your light maps making more maps necessary

#

a very small scale out may not notice other than all the extra time it will take to bake it as the engine may run in loops for a bit

hushed isle
#

who was it that was having the issues with grass ? i found a new tool

hushed isle
#

ok

deft lintel
prisma radish
#

Is that all standard shaders?

deft lintel
#

yes

prisma radish
#

Is your skybox red?

deft lintel
#

no nothing is red in the scene, the skybox is solid black is not used for enviormental lighting

prisma radish
#

That's really strange, I am not sure what could be going on ๐Ÿค”

#

How did it go away last time?

deft lintel
#

Actually i found it, some how my reflection probe captured it and its the reflections that case it. Dont know whats wrong with the probes during baking, if i bake the reflection after baking completed there no issue

prisma radish
#

ah ha, that makes sense if the probe was super close to the small red object it would get exagerated

deft lintel
#

well the thing is there are no red objects anywere

azure ore
#

I had similar bug, clearing GI cache solved for me

deft lintel
#

where that at?

azure ore
#

Edit->Preferences->GI Cache

deft lintel
#

Ah thanks ill keep that in mind

#

now im seeing random red squares on my wall textures

#

gonna try to reboot cause i dont reboot very often

prisma radish
#

are you baking light with the progressive light mapper? I have seen odd bright colored artifacts with that before in some cases.

deft lintel
#

nope using enlighten

deft lintel
#

Disabling lightmap compression has solved this for the time being but i know i will have to compress them before publishing

lofty jungle
#

@deft lintel ohh

#

It might be the AO bug that I and a few others have experienced

#

Sometimes when baking lights with AO random spots like those appear, they are extremely bright

#

And a reflection probe will probably pass that on too

#

Having to disable lightmap compression kinda sucks but good to know that might fix it.

#

@mint cipher might be interesting for you

#

Disable lightmap compression

#

See if that fixes your AO

mint cipher
#

Thanks, it kind of went away by itself, don't know how. That same reflection probe problem happened to me too. I don't know how the probe ended up underneath the map either.

hushed isle
#

humm are you getting some reflection off your leg sock thing ?

mint cipher
#

I wonder if Final Gather might fix it? That's one thing i've turned on recently.

#

I'm also working with .Blend files, could it be related to that?

lofty jungle
#

Hmm, maybe I should try rebaking my probe next time too

#

I work with FBX files and I had the issue so it's probably not that

#

I had final gather on and it didn't fix anything

mint cipher
#

If i put Indirect multipliar to 0, will baked lights be the same brightness as realtime lights? I keep baking the scene and the brightness just seems to vary.

#

When i put Final Gather on it get's brighter for some reason.

mint cipher
#

I keep running out of RAM (have 8GB) while baking and it's very slow, is there anyway to fix that. Other than buying new RAM i mean.

main anchor
#

@lofty jungle Is there a doc on how to get realtime GI to work? Should I be expecting to see it in unity editor playmode if I assign a texture or only ingame? (Does it require being attached to a video player)

lofty jungle
#

You should see it in Unity but it frequently only updates when the emission level changes. @main anchor

#

For it to work ingame you need a "VRC Custom renderer behaviour" component on the video screen

#

You also have to tick "optimize realtime UV's" and "prioritize illumination" on the mesh renderer

main anchor
#

does it have to be a video player? or any mesh rendrerer works? (I'm using the Video/RealtimeEmissiveGamma" shader)

lofty jungle
#

For realtime GI on a video player you should use Video/RealtimeEmissiveGamma

#

For regular realtime GI usage, I prefer standard with emission

mint cipher
#

@lofty jungle Yeah, could be the Reflection Probe issue. Maybe uncheck HDR on each probe and override each object to reflect the appropriate probe rather than the default one. I've got my Environment reflections set up for a cubemap which i copied from the sky reflection probe, maybe that's what fixed it.

hushed isle
#

humm new light probe system

#

@mint cipher i suggest you also set up a external GI catch server in preferences, this will help a lot when baking low ram

mint cipher
#

It seems to be my slow hard drive, moved cache over to faster drive.

#

I haven't got much room on the faster drive so had to uninstall some games.

hushed isle
#

has anyone tested using in VRchat the new bakery L1 probe system with shader sampling

mint cipher
#

Got a bug or something. I'm baking everything, i've got 1 directional light, and loads of lights inside the main building. Every time i bake i get random brightness. It could be dark one moment and really bright the the next.

hushed isle
#

are you in Default mode ?

mint cipher
#

Is what in default mode?

#

if you mean the lightmap it's default medium

hushed isle
#

no Unity its on the very top right a small box just below screen window open close

mint cipher
#

Oh, it was set for Layout. What does it do exactly?

hushed isle
#

change it to default it will reset your view and likely fix you other lighting problem

#

some times for what ever reason Unity likes to change over to layout

#

layout can get funky stuff

mint cipher
#

Still got the same problem

hushed isle
#

perhaps you have a lot of lights over lapping ?

lofty jungle
#

@mint cipher does it also happen with reflection probes off?

#

I'm getting the feeling it depends on the reflection probes or something

hushed isle
#

i forget but you may check about having more than 4 lights overlapping baked gives issues , i really dont recall if this is something or not

#

for me i never use that may lights and try to keep it simple simple

#

but my maps are very dark night time

mint cipher
#

Okay i;ve just tested, it's not the reflection probes. Now i try turning off lights.

mint cipher
#

Okay, thanks, it seems to be overlapping lights.

hushed isle
#

nice

mint cipher
#

Hmmm, maybe i spoke too soon.

#

Had two lights and same problem.

#

Oh, i think it's the emission from the lamp that's doing it...

mint cipher
#

Yep

frigid rover
#

Hmmm, so, im having an issue, i have real time shadows in my world, and in unity they are detailed, as they should be, but when i go to vrchat, the shadows become pixalated... any ideas whats the issue here?

lofty jungle
#

Must be dependent on the game's quality settings. @frigid rover

#

You can force shadow quality in the light itself

#

Be really careful with realtime lights and shadows though

frigid rover
#

don't worry about performance, im well aware of optimisation haha

#

but about the lightning, all the settings are on max on unity, unless im missing something, and they look really good on unity, even on game mode to test the world

#

but when it comes no vrc, after upload, the shadows become pixelated

lofty jungle
#

Are they set in the lights themselves or in Unity's quality settings?

#

@frigid rover

#

The lights are probably set to "use quality settings" which will be different ingame

frigid rover
#

need to check that, can u pinpoint me where is that on the lights?

#

@lofty jungle

azure ore
#

Shadow type -> Resolution

frigid rover
#

they are good there too

rich urchin
#

@frigid rover The quality settings used by VRChat are pinned in the #development-advanced channel. Make sure your editor matches the profile you're using in the app. If you want to change which settings profile you're using then hold Alt while starting VRChat. VRHigh is the default.

frigid rover
#

so it happens that it was changing my shadow distance, now need to resize things to get good shadow distance?

slate crystal
#

any reason why when i bring in a point light it just doesnt show up at all?

native dome
#

I would like to know as well

mint cipher
#

Might be that you need to increase pixel light count. Try 10. Decrease it back to 4 if it doesn't work as it will affect performance.

edgy ibex
#

hey guys, so all my lights are baked except 6 that I have on moving heads. If the world is heavily populated do you think thats going to be a bit much?

#

First world for vr chat, when im in test im getting 80 fps 90 but I am unsure how it will react with multiple clients

hushed isle
#

so what's the background with using speedtree ? i mean what is causing all the lighting chatter about.. i found a way to full convert speedtree formats into FBX pulling all the UV data for each level also with in Unity itself , if some one could do some performance compassions between the speedtree format .spm and .fbx hit me up DM ... also i noted that when i dig into speedtree detail mesh almost all trees have some 200 - 300 overlapping verts ... interesting

outer whale
#

6 lights shouldn't be too many assuming the players aren't going to be influenced by all 6 at once

#

avoid casting shadows on spotlights aswell

edgy ibex
#

not shadows are added on spotlights for sure

#

not needed with them

#

really dont want to kill the fps and make someone sick

outer whale
#

realistically you should have directional lights affecting players for shaders that require light direction

#

incase you didn't have any as a toggleable option

hushed isle
#

@dire moat i was looking over the speed tree issue about using in VRchat and light maps turning black , i read someplace that the speed tree may use MaterialPropertyBlock for wind data ... is there a way to see if the light maps when baked that included speedtree shader has used the same type process as the directional modes RNS SH ?

dire moat
#

I'm not sure how the speed tree shader works exactly I'll need to find the shader that the engine uses for it. Though since it's a builtin shader it's likely it can't be modified. If it's the same kind of fix that's done with the Bakery shaders it will need modification to add the correct properties to the shader

hushed isle
#

ya thats what i was thinking

#

been doing some testing on a known speed tree with issues "White_Oak" and found the issue with artifacts is incorrect UVs (False, 0.3876108, 15.5771) . trying to fix speed tree is horrible as the mesh with dad UVs has data in it that gets lost when fixing . i converted the speed tree .spm into a FBX and applied bakery shaders on LODs with speed tree on billboard . had good results however this would result in loss or Property Block data but that never worked anyways in VRchat

#

final conclusion is I'm not impressed at all with speed tree having bad UVs and many of them have massive overlapping verts. decided speed tree is not worth the trouble to fix as the quality is not great , the only thing speed tree really had going for it was the wind data built in

main anchor
#

Can you get the wind data in other shaders?

dire moat
#

Yeah speed tree isn't very good and you can't really use it effectively on large numbers of trees anyways

#

I believe I found the relevant parameters though stuff like the camera position would need to be static

CBUFFER_START(UnityBillboardPerCamera)
    float3 unity_BillboardNormal;
    float3 unity_BillboardTangent;
    float4 unity_BillboardCameraParams;
    #define unity_BillboardCameraPosition (unity_BillboardCameraParams.xyz)
    #define unity_BillboardCameraXZAngle (unity_BillboardCameraParams.w)
CBUFFER_END

CBUFFER_START(UnityBillboardPerBatch)
    float4 unity_BillboardInfo; // x: num of billboard slices; y: 1.0f / (delta angle between slices)
    float4 unity_BillboardSize; // x: width; y: height; z: bottom
    float4 unity_BillboardImageTexCoords[16];
CBUFFER_END
hushed isle
#

ya the billboards are what does the wind effects , this can be recovered however in speed tree i think its linked to the mesh verts on one of the pass using tessellation

#

and that mesh has so many bad UVs it kills the lightmaps

#

i looked at that ya they are big in size poly 8000-10000 some but a way to help is batch the billboards to increase FPS when you have 50,000 trees

dire moat
#

you probably won't be running with 50,000 speed trees lol

#

they aren't made for performance afaik

hushed isle
#

ya i was just going over someone who did a test project with 50000 speed trees lol

#

he had managed to pull out about 150 FPS crazy

dire moat
#

was that actually 50,000 at once or did they LOD to billboards quickly?

hushed isle
#

for the billboards they changed it to a particle based

#

lost of modifications

#

lots

#

so much work to use the trees from speed tree is crazy

#

i been using my trees from Unreal that i converted to FBX and reworked , finished about 80 of them so far but i still need to test with Gaia

mint cipher
#

I just redid UV2's. The only other thing i've changed is Final gather so i'll turn that off on the next bake.

still bobcat
#

how do I get this sort of bloom effect that radiates off the object light like in the white circle

modest vapor
#

You'd have to use the post processing stack V2

hushed isle
#

@still bobcat i would use a simple lens flare depending on how big the object is but in most cases it should work

#

sent you a few in DM you can try out

still bobcat
#

Got it, thank you

kindred walrus
#

anyone know why my flashlight that I have on my avatar disables mirrors in places like the Pug and Floatharr's comfy theater? it doesn't seem to affect the box, or other places. A split second after I activate the gesture for the flashlight, the mirrors disappear.

lunar narwhal
#

do you have a collider on that flashlight?

#

those maps use colliders to detect when someone is near a mirror to turn it on and off

kindred walrus
#

makes sense. I do have one on it, ill have to look into it more, I was just wondering if it was the light itself or something else. thanks.

mild fox
#

Anyone else having major issues using lightmapper and rendering baked lighting in Unity? I'm having huge issues with crashing and slow bakes v.v

#

Previous version didn't give me these issues.

#

Any tips?

#

I've even tried lowering texels per unit to really low numbers but then the quality just gets really nasty and bakes are still longer than they should take. Reinstalled Unity as well. Optimized all models to low polly count. Not sure what else to do. Even a link to useful pointers for dealing with baking issues relavant to VRC would be much appreciated, settings I should use in lighting settings etc. Thanks!

lofty jungle
#

Are you perhaps using very large meshes, or otherwise a lot of very small ones?

#

Those can cause the lightmapper to do things like that

mild fox
#

Yes, if models with many meshes count

#

Ahhh!

#

Could be

lofty jungle
#

Very small meshes might benefit from not being lightmap static, and instead just using the light probes

mild fox
#

I'll look into that. Thank you! I didn't even think of that as a solution. Any good read on how to use light probes to light smaller items?

#

Or videos?

#

Think I found a few videos. Thanks again.

hushed isle
#

turning texels will not help , you can look at the light map see if its packing into a single map or many light maps , turning the light map max resolution up can permit more data to be packed in , try to find the best balance for resolution lower with out impacting acceptable quality, Not certain what your trying to bake a world map , a model or just some random thing .... for long bake times do you have any items out of scale 1x1x1 ? this will influence your bake times if way out of scale best to fix them 1x1x1

#

size will not be a issue so long as 1x1x1 is normalized

mild fox
#

Good tips. Thank you. So just to clarify, stretching say a cube to an unproportinate size like a rectangle can cause issues?

#

Or just for complex meshs?

plush harbor
#

can someoen explain this to me, wheneve i bake it does this. everything needs and is realtime

plush harbor
#

if it ever happens to anyone clear ur gi cache

hushed isle
#

@mild fox ya if your stretching to something massive u can expect longer bake times even 2-3x longer, possible artifacts in your baked textures, loss of performance possible .. a few ways to deal with this is in modeling to normalize it back to 1x1x1 , a few ways to do that are 1. export it into blender 2. use Unity tools such as mesh editor, 3. for simple stuff u could use pro builder. regardless of what u use give attention to generating UV2 again if a new mesh is generated.

lofty jungle
#

I like Filmic tonemapping but it makes my scenes look pretty dark

#

Increasing post exposure helps with that but washes out colors a lot

#

Any ideas on how to make filmic not quite as dark even when the scene is well lit?

sonic marsh
#

@lofty jungle Increase the amount of ambient light in the scene

#

Filmic is designed for realistic lighting conditions. This means that it has a pretty harsh falloff for shadows. Conversely, you can get away with much brighter lights with Filmic.

lofty jungle
#

Oh, thanks. I'll try that

#

Already managed to make my post FX look far better for now

thorny mantle
#

i was so happy with proper SH ๐Ÿ˜„

mint cipher
#

I'm a bit new so I'm not sure if this the right place for this, but... this doesn't look right.

#

See how milky it looks? Will it look like that in VRChat?

lofty jungle
#

disable the texture compression @mint cipher

edgy forum
#

@mint cipher Looks like blender's rendering it with just the texture and no lighting, while in unity you're using it on the standard shader.
Pull down the smoothness & metallic to 0 and it should start to look more like in blender.

mint cipher
#

Messing with compression didn't help. I'm assuming that this is simething i'll have to do in blender

#

I'm using blnder render now and I fixed it there but it still looks icky in Unity. Haven't seen any metallic settings.

edgy forum
mint cipher
#

Ah. So I'll have to import the material like I did the model and the texture

edgy forum
#

I honestly find it easier to always do materials in Unity because it's not always 100% reliable for everything to be passed from one program to another.

lofty jungle
#

Ah, I thought this was about the texture quality

edgy forum
#

Also smooth shading and the smoothness material property are not the same thing.

lofty jungle
#

You'll probably need something with low smoothness to get that to look good

#

Or a more toony shader even

mint cipher
#

I created a new material and dragged and dropped it to the model in unity and it went full white. This is probably something simple

#

Wait.. I found it.

#

It'll do

lofty jungle
#

Is the imported texture .dds? @mint cipher

mint cipher
#

just jpg

edgy forum
#

That's the ambient light most likely.

mint cipher
#

That's what I thought.

#

But now I have a decision. Filtered or unfiltered... it would look more canon with filtering, but it helps to hide the blockiness that was easier to hide with the poor lighting of older games.

#

Thanks!

fluid mirage
#

So I'm trying to do lighting through particle systems on my map, (stuff like torches on walls) and I'm keeping my actual light count low, (all the torches so far use the same light for their light component) but no matter what I do, I still get that flickering effect as if I had too many lights. Sometimes they also bleed through walls.

Tldr, how do I into lighting through particle systems, on a large map?

lofty jungle
#

Do you really need to use particles for lights? Why not just have flame particles without lights, and one realtime light object separately?

#

If you wanna do particle lights make sure you limit them in the lights module

fluid mirage
#

Well I suppose I don't have to use particles for lights. But seemed like the way to go seeing as it provides a nice fire flicker effect. But if I'm gonna do that sort of thing I figure I should do it proprly

edgy forum
#

Unity has something of a limit to the number of realtime lights in a scene.
The best way to do this would be use just a single light and animate its intensity varying randomly to create the flicker effect.

fluid mirage
#

well yeah i was using a single light source for various torches, but I still get that unity flicker

#

all the light components on all the particles reference the same light

azure ore
#

Reference only same light parameters , multiple lights still get created

edgy forum
#

Using multiple realtime lights where one is plenty is going to both cause visual oddities and be a massive performance hog.

#

Use a single light at the averaged center of where the particles will be.

fluid mirage
#

forgive me for being a brainlet, but how do I accomplish that?

#

I have a single light after all

lofty jungle
#

The problem is, if you use the "Lights" module on the particle system, that light is attached to the particles. Depending on your configuration, it could be on all of the particles at the same time.

#

The "light" object that you reference is only used as a "sample" for the particle system to copy settings from.

#

Instead, you should just use this light as-is.

#

@fluid mirage

fluid mirage
#

Ahh. So depending on the particles, it would essentially be like 1 light per particle...

#

Yike

#

So it would be better to just use a light per.
But then how do I made it flicker.
Mind you I would like to bake lights eventually

#

Maybe I'm trying to have my cake and eat it here

lofty jungle
#

If you wanna make it flicker, you'll have to animate the light's intensity as mentioned earlier

#

You can have a "non-important" light and still make it flicker, or use mixed

#

Realtime GI can help a lot

wheat crag
#

be very sad if occlusion doesn't work

mint cipher
hushed isle
#

probuilder sometimes gives issues with UVs , suggest you check UV2 see what's going on with that

mint cipher
#

Maybe if i merge the objects back together it might fix it.

#

I'm new to ProBuilder so i don't really know what i'm doing, lol.

mint cipher
#

Maybe try a repair too.

mint cipher
#

Issue seems to be fixed now.

deft lintel
#

Im having issues balking lighting on my terrain. It bakes and looks fine in unity but in game it black

lofty jungle
#

@deft lintel make a new material, give it the Nature/Terrain Standard shader

#

Assign this as custom material in your terrain

deft lintel
#

ahh thanks!!

midnight condor
#

62 bounces 165 samples

plush harbor
#

What your looking at: Baked lightmap
What you should be looking at: The weird dots

would anyone know how to fix this? its very noticeable.

lofty jungle
#

Did you tick "Generate Lightmap UV's" on the mesh in your assets?

#

In case it's an external mesh

#

It either needs premade lightmap UV's or autogenerated ones

hushed isle
#

what ? is this some sort of mind game you stare at it for 5 min and see weird dots

#

just put some dust particles in it fixed

plush harbor
#

lol dawie that nearly gave me a heart attack and thanks rokk

#

more intel on what unity has to offer, should be able to fix it now

deft lintel
#

How do i set a materal for grass on a terrain

mint cipher
hushed isle
#

perhaps if they look into this more they will find a common issue with many of the standard shaders including speedtree and terrain shaders that they use material property blocks to carry data such as wind ++ and VRchat currently does not render Unity's standard pipeline for this, its very frustrating as this also influences the ability to use some baked directional lighting modes RNM and SH

deft lintel
modest vapor
#

use a smaller lightmap size ?

deft lintel
#

but wont that lower the resolution? and make it look worse

modest vapor
#

Then change each object's scale in lightmap to higher

#

hopefully it'll eat up the space

deft lintel
#

so is just filler that unity makes up?

#

just finished the baking now its better

modest vapor
#

Everything on your lightmap is probably 1 scale right ?

#

So depending on its size it's tough to fill in 4K

#

There's probably a bunch more settings you could change

hushed isle
#

in the mesh render for that object you can modify the scale in lightmap , also increase the light map size window/lighting/lightmappping settings

deft lintel
#

most is 1x but i scaled down a lot of stuff like roofs and such, now with 2K it looks more normal

leaden pollen
#

hello!

deft lintel
modest vapor
#

much better

deft lintel
#

Thanks guys, never understood why it did that

hushed isle
#

nice

sonic marsh
#

Try it how? I don't see Unity integration there

hushed isle
#

oops coming soon

normal dragon
#

Hey does anyone here know or could link me to a video on how to add a light/torch to my avatar? would like to add some lantern with small flames or something that gives of light basically so i can see in the dark.

hushed isle
#

not certain about a light attached to a avatar, you could look at jetdog prefab for the flashlight

#

for the flams i would think use some particles

plush harbor
#

no matter what i change it wont go away

#

when i change lightmap resolution its size changes

#

this is with the lightmap resolution at 1

hushed isle
#

are you trying to get it into a single light Map ?

plush harbor
#

was just trying to bake

hushed isle
#

@plush harbor what atlas viewer are u using?

#

checker preview

#

is that probuilder or something

plush harbor
#

unity

plush harbor
#

where did this channel go?

hushed isle
#

?

hushed isle
#

@plush harbor im interested to understand how you access the view for check preview directly in Unity ?

#

i use a external program

sonic marsh
plush harbor
#

thanks silent

mint cipher
#

Any chance VRChat has support for Aura 2?

prisma radish
mint cipher
#

Hmm okay thanks!

hushed isle
#

๐Ÿ‘Œ

tranquil jungle
#

Does anyone know why I don't have any bloom anymore? Even on my map that I know for sure had it a few days ago

modest vapor
#

Did you update in since you last saw it working ?

tranquil jungle
#

nope

modest vapor
#

Which headset are you using ?

tranquil jungle
#

vive, might've been a bug that catrried from session to sessiin? lemme restart

modest vapor
#

There's currently a bug with bloom when you world hop, sometimes bloom settings will carry over the next few worlds, sometimes it results in super bright bloom, so i'm guessing it could have the adverse effect too

tranquil jungle
#

must be it, restarting fixed it

modest vapor
#

cool; thanks for checking

tranquil jungle
#

np

modest vapor
#

Nice job on Moxxxi's bar btw, really cool

tranquil jungle
#

Thank you! ๐Ÿ˜„ I've fixed the slot machines now, (or at least if it breaks it'll eventually fix itself), pushing out the update tomorrow

native dome
#

nice, yeah that world is great Jordo good job

lofty jungle
#

Sometimes, bloom and other post processing breaks when switching maps. I believe this may be a shader keyword issue, you ran out of keywords

#

Most common when people around you use keyword-heavy shaders

sonic marsh
#

Yeah, in my experience it seems to occur for most people due to keyword overload

stuck furnace
#

At least with post v2 the post processing just dies, as opposed to the bloom going supernova as it did with v1

astral iron
#

hey guys how many real time lights does vrchat support on screen at once? I messed with the settings and forgot the default

viscid mantle
#

You'll start getting very heavy performance losses when 2-3 realtime lights are in the same area

main anchor
#

1 directional light (base pass) + 8 real time pixel lights (add passes) + 4 non important vertex or non pixel lights (base pass)

#

I think some quality settings allow 4 instead of 8

#

Realtime GI is part of the base pass. If you are getting to the point where you need to know what the limit is, you really need to be thinking about baking your lights

astral iron
#

Thanks alot guys!

unique canyon
#

Am I missing a step?

unique canyon
#

It was working fine until I used Bakery. So should I just use realtime for now?

prisma radish
#

Lightmaps are not realtime.

unique canyon
#

No I know

#

Realtime lighting for my terrain.

prisma radish
#

But yeah, if you can afford the real time light I think that is one of your options

#

The other is just not baking the grass part

#

and setting its material to look the right amount of dark/light.

unique canyon
#

Alright. I am rebaking now without the terrain, then I'll test with some realtime lighting and ensure FPS doesn't dip below 45 or so.

rain sage
#

Hey ๐Ÿ˜ƒ Could someone please help me out? The lightning in my world is very wierd, and I don't know how to fix this. I'll send some screenshots on how it should look like but then how it actually looks like in VRChat.

#

This is in unity ^

#

The 3 images is in vrchat^

#

and this is in VRChat

#

and the torch light doesn't even do anything even tho it has a Point Light attached to it

#

If I remember correctly this happend after I generated a lightmap, I think , But I don't remember because it's a while ago

lofty jungle
#

If you're using unity terrain, you need to make a new material, give it the "Nature/Terrain Standard" shader @rain sage

#

Then assign that as custom material on the terrain

rain sage
#

Ok, But what about the temple? That's not made of terrain

#

I made it out of Boxes and planes

#

with custom material ofc

lofty jungle
#

Just default Unity cubes and planes?

#

Those should have OK vertex normals and lightmap UV's so I'm not sure why those would be broken

rain sage
#

Yep default cubes and planes

#

The temple's roof has the materials mesh render set to ''Two Sided'' on ''Cast Shadows''

#

if that is why

#

But I need to have it two sided

#

otherwise it will be as bright inside the temple as it is outside

#

and all the cubes and planes in the temple are set to static

hushed isle
#

what shader are you using ? it the pics it looks like they are not rendering in game at all ?

rain sage
#

It's using a standard shader

#

same goes for the material on the Terrain

hushed isle
#

hummm standard should work , check the light maps see if they actually baked

sonic marsh
#

@unique canyon Disable grass and trees before you bake and reenable afterwards, and bake a few light probes too

rain sage
#

@hushed isle Well Idk how to check light map but does this tell you anything ?

hushed isle
#

@rain sage go into the scene and select lightmap indices

tardy gyro
#

Anyone know if this is a light issue?

modest vapor
#

That looks like Z fighting, make sure to clean your mesh

#

if not, shader issue

tardy gyro
#

I believe it's shader. I tested it on cubed and it seemed fine then.

mint cipher
#

@tardy gyro try disabling batching on that shader by adding "DisableBatching" = "True" to the tags

tardy gyro
#

I'd try but I have no idea how to. :x

mint cipher
#

open the shader with a text editor and look for lines that say Tags { "bla" = "bla" "bla" = "bla" }

#

and add the extra tag between the curly braces {...}

tardy gyro
#

Okie. ^_^

mint cipher
#

make a copy of the file first if you're not sure, but it shouldn't be more than just adding that ... not sure if it'll fix it but it's worth a try

#

edit: I removed a trailing space

unique canyon
#

Any one familiar with GPU Bakery? I am having an extremely hard time getting any reasonably OK lighting at all, i've tried dozens of settings, following the instructions to a T, this isn't even issues in VRChat I can't get it looking even OK in unity - i've cleared ALL lighting data from unity and bakery tons of times, I've used a bunch of different shaders that I did research on. The only way I can get lighting to look fine is just using real time but then I get like 25 FPS on VR.

https://gyazo.com/06bb5af8c4a7f6f3bebca61b241da025

https://gyazo.com/0b2ec9d4a5f708201bed5a60f33704a8

https://gyazo.com/8a6d40d48247779637164c6a365c4ccd

https://gyazo.com/70ec53e476be49de459cd78b19c8d0df

#

I just want a medium lit area with soft shadows.

rain sage
hushed isle
unique canyon
#

I have a total of 3 lights in the entire scene, 1 is inside an object and is a small point light then those two lights I posted

hushed isle
#

humm if you send me a small scene with a few of the problem items only i can test it

sonic marsh
#

@tardy gyro Don't test things with Cubed's shader. It hides problems.

#

What you're seeing is Z-fighting because you have double sided clothes and, presumably, an outline. (Or the mesh is broken.)

tardy gyro
#

No other shader works on it, so I'm kind of stumped.

#

I usually use poiyomi

sonic marsh
#

Try mine, then

tardy gyro
#

What's yours? @sonic marsh

sonic marsh
tardy gyro
#

Sweet, I'll try it in a second

#

Well, it's working better than the other ones at least. Thanks. ๐Ÿ˜ƒ

patent ember
#

check out my channal

cyan swift
#

nah

scenic wyvern
#

Hey, Im having an issue where the brightness of lights varies depending on where the light is pointing in the world, does anyone know how to fix that issue?

hushed isle
#

what sort of light are you using, directional light sounds like what your looking for

scenic wyvern
#

It isnt specific to any specific kind of light

#

Just any light in the world that is rotated certain directions loses its actual lighting

#

This is both on realtime and baked lights

#

And is affecting 2 separate projects for some reason

hushed isle
#

do u use any postprocess something effecting the camera lens perhaps

scenic wyvern
#

The issue affects scenes both with and without post processing

#

It is also a new issue, scenes where it worked fine before now dont work properly

#

And it just started a few days ago in my projects

hushed isle
#

check that every thing is on the same layers

mint cipher
#

Only thing i can think of is the Pixel light count. Try turning all but one off and see if it still happens?

#

If the lights are set to baked then it's not a pixel light count problem.

#

Make sure the lights aren't inside something, like a lamp mesh.

lofty jungle
#

Yeah, don't overuse realtime lights or things will get really weird (on top of being very laggy)

stuck furnace
#

Keep in mind turning up pixel light count doesn't carry over once you upload as well. That gets set back to whatever it happens to be for the quality settings you have selected.

By default I believe the limit is 8 on VRHigh.

frigid harbor
#

if you're using a custom shader for the environment it could be that as well since the shader might not handle lighting correctly

mint cipher
#

Trying to get a flickering light source on a torch on a avatar I found a script that does it exactly how I want in unity but the ask wants to remove it.

hushed isle
#

best to use particle and add animation on the light , they will not let you use script in VRchat

mint cipher
#

@hushed isle Oh ok

#

That's what I was assuming I was going to need to do but I didn't know how

hushed isle
#

use two lines one for position change just make it move around above the flame and second line for intensity

#

check you DM

fiery sand
#

Guys, does someone know any good tutorial or way to make a Spotlight with volumetric light in Unity without using C# custom scripts (since VRChat doesn't support most of they).

#

I really want to something like this on VRChat for a spotlight, but most of the tutorials I find on internet use scripts.

modest vapor
#

There's a few shaders who do this

#

Xiexie's volumetric lighting

fiery sand
#

Ty @modest vapor I will search about it ๐Ÿ˜„

modest vapor
fiery sand
#

oh thank you ๐Ÿ˜„

#

This will help me a lot

unique canyon
#

You should pin that XSVolumetrics - it worked really well in my world! Could help other people. (unless it is in another chat)

modest vapor
stuck furnace
#

๐Ÿ˜ฎ

pine trench
#

Oh hey I've just been looking for something like that, thank you!

#

Trying to make a lighthouse

prisma radish
#

But it's not exhaustively laid out

quasi hedge
#

Do we know if Bakery's lightmapped prefabs work with VRC? I have a hallway section that I want to duplicate multiple times with identical lighting + I'd love to just duplicate the single hallway section AND the LMs but that doesn't seem to work without the prefab option : /

main anchor
#

@quasi hedge

quasi hedge
#

This would allow me to use Bakery's LMs in prefabs because it'll assign the respective LMs to the material?

main anchor
#

^ might be nice to have a pin related to the bakery lightmap adapter. the results look incredible in vrchat.

#

yes, it will assign LM references in the materials

lofty jungle
#

Unfortunately it seems light probe data can never be saved into prefabs

#

Since it appears to be saved per scene now in Unity 5 and onward

main anchor
#

with merlin's adapter you might be able to cheeze it a bit beacuse it might end up baking references to the lightmap data in the material itslef

#

though probably will have weird consequences by doing that

rich urchin
#

Why do you want lightmaps in prefabs anyways?

quasi hedge
#

I'll def give it a shot! thanks! as Rokk mentioned I wonder if you'll get weird issues with light probes in the duplicate hallways because it uses Unity's baker to do separate bakes for that IIRC

lofty jungle
#

Well I think light probe data can't really be used in prefabs without scripts

main anchor
#

I mean your world might look ok if it's all baked into the unlit material. but the light probe data from the scene would be missing on the duplicates and maybe avatars would be black or something

quasi hedge
#

@rich urchin I basically made a modular piece of a hallway that has identical lighting and I want to duplicate it multiple times without it taking up excess space in my lightmaps. I want to bake the modular piece, prefab it (so the LMs stay assigned), then duplicate it.

main anchor
#

lightmaps are one of the things that contribute to world size. seems quite wasteful to be forced to bake identical copies of the same hallway

rich urchin
#

Ah